Invasion Survivors - Boss Wave Studio

Next Fest Celebration – Big Demo Update (v0.0.610)!

Hey everyone!
To celebrate our participation in the Steam Next Fest starting October 13, we’ve just released a major update for the Invasion Survivors demo!

This update brings 20 waves, new enemies, dozens of new items, arrow key controls, and tons of improvements across the board.


🧩 Main Additions
  • 20 Waves now available in the demo

  • Arrow Keys can now be used for movement

  • New Elite Enemy added

  • New AI behaviors for several enemies

  • New Rune Recovery System – collect unclaimed runes from the previous wave

  • 40 new items added (Tier 2 to Tier 6)


⚙️ Gameplay & Balance
  • Weapon, character, and item balance adjustments

  • Enemy HP and damage tweaks for smoother difficulty

  • Increased invincibility time during and after dashing

  • Shop improvement: the purchase button now appears dimmed when you don’t have enough runes

  • Minor bug fixes and performance improvements


🌍 Localization & UI
  • Updated translations for multiple languages

  • UI polish and better visual feedback


If you enjoy the new version, please consider leaving a Steam review — it helps a lot and motivates our small team to keep improving the game!

Thank you so much for your support, and don’t forget to add Invasion Survivors to your Wishlist to stay updated on the upcoming Early Access launch.


Boss Wave Studio

ViRo Playspace - ViRo_Quinn

Sometimes? Sometimes it's just nice to cuddle for a while.

Will you be her big spoon?

Cloudheim - noodlecat.ashe

Hey, Runari!

Thank you so much for playing the Cloudheim demo and sharing your feedback. We’ve been keeping a close eye on bug reports being sent in and within the last few days, have rolled out some hotfixes to help improve the demo experience.

Here’s a recap of what’s been fixed so far!

Hotfix Patch 1
  • Fixed an issue that could result in a door during the tutorial becoming locked and preventing progress

  • Improved the wording on the "Blin Whistle" onboarding quest

  • Fixed an issue with the quest “Harald's Treasure” that could block further progress

  • Added a quest given by Wren indicating when you’ve reached the end of Act II in the demo

  • Fixed an issue with shoppers not buying items on sales tables

  • Made ham snacks safer

  • Fixed various issues that could result in the party not all returning to the same spot or getting stuck in a wall when returning to Arcadia from a dungeon

  • Fixed the weapon “Knight’s Shield” not doing any damage

  • Falling off Odin Shell will now properly place you back on top of it

  • Improved the reliability of a puzzle in the "Parched Temple" dungeon

  • Fixed an issue where feeding Gnasher could result in HUD elements disappearing

  • Fixed a puzzle element on Arcadia that was sunk into the ground and hard to see

  • Fixed a visual issue with ponds

Hotfix Patch 2
  • Fixed an issue where some players would see a second option at the end of the tutorial, causing it to restart instead of continuing on into the full game

  • Removed the “Encounters” tile which was showing a standalone version of the tutorial to avoid confusion in the demo

  • Improved the reliability of Bifrost Gateway teleporting during the tutorial

  • Fixed an issue where late joiners would see already-destroyed planks during the tutorial

  • Fixed a crash when claiming a Bean Statue

  • Fixed a bug where unread news would pop up multiple times in one visit to the main menu

  • Added more information to the Quest Log during the “Harald’s Treasure” quest line

  • Added a quest marker inside “Harald's Tomb”

  • Fixed an issue where the "Parched Temple" waterfall puzzle could become impossible to complete if you left it midway

  • Fixed an infinitely respawning camp located in “Dunerise Fortress”

  • Prevented other players from grabbing things you were previewing in the Build Mode Purchase Menu

  • Fixed some issues where opening a Lockbox might give no loot

  • Fixed an issue where opening the Appearance or Class Progression screens would cause the sky to change colors

Hotfix Patch 3
  • Potential fix for players losing input after taking a Bifrost Gateway during the tutorial. If you still see the issue, please report it via F8 and then try using “Help, I’m stuck” from the game menu

  • Fixed several issues with furniture placement and refunding that could cause players to be blocked

  • Fixed an issue with a checkpoint that could get you stuck on the wrong side of a locked gate in the “Veilbreaker Catacombs” dungeon

  • Fixed issues with Lasso Shrines near “Golden Galleon Shore” and “Owl Mountain” on Arcadia to allow them to be properly unlocked

  • Increased the time before a crystal puzzle resets in the “Grobb Citadel” dungeon

  • Changed the inspection tip on Gnasher during the tutorial (since you can't feed him just yet!)

  • Removed some unintended clutter from the Jobs room on Odin Shell

  • Removed an unread marker on the Reputation button in the menu as it wasn’t actually showing whether or not any board had unread items

  • Change the quest objective "Open the Build Menu" to say "Open the Purchase Menu" for better clarity

  • Made an error message related to login failures clearer, suggesting checking your network connection and restarting the game

  • Added extra logging to help identify a crash during map travel

Many of these fixes were made possible thanks to your in-game bug reports and community feedback, and your support helps us make Cloudheim better with every patch.

If you run into any new issues, please continue using the F8 in-game bug report tool — it sends us helpful data automatically!

Sincerely,

— The Noodle Cat Team

3:10pm
Swarmdustry - mitchystudios

Every combat entity in Swarmdustry does a certain type of damage and is weak or strong against certain types. For example, feastlings do Piercing damage and they are weak to slash and crush, but have resistances against energy. Right now, there are only 5 types: Slash, Crush, Piercing, Acid and Energy.

Generally, Bloodflies are weak against Blasters and Towers while Feastlings are weak against Brutes. But most of the time, this shouldn’t matter as long as you use swarm tactics to overwhelm the machines. You just might have to use more resources than necessary.

The enemy faction in Swarmdustry is represented my AI-driven machines. Brutes are melee machines that get stronger over time, and will even cause splash damage at one point, while blasters are ranged machines that shoot a certain number of energy projectiles from one or two miniguns strapped to their arms. The machines also have energy based towers, brute spawners, blaster spawners, and Extractors. These guys mine deposits for their settlement. I’ll go deeper into enemy mechanics in another blog.

On the swarm side, you have Feastlings and Bloodflies. Feastlings are these tiny little spiders, which are meant to represent the classic zerg rush type of unit: weak, but cheap and mass produceable.

Bloodflies are an interesting unit. I spent quite a bit of time coding the logic of these guys as opposed to the vanilla stand-and-shoot of ranger units(blasters) or chase-and-slash of melee units(feastlings and brutes). When a bloodfly spots an enemy, it starts attacking it a bit like a wasp would in real life (as someone who got stung multiple times by wasps, I would know…) It would accelerate towards the target until it reaches it, stings it, then decelerates while trying to make a turn following an arc so that it can repeat the process, this time from the opposite side. When you have multiple bloodflies doing the same thing, it creates a really cool swarming behavior effect. Brutes may smack a bloodfly in one or two shots if they’re lucky to land a hit when the bloodfly is close, but they are usually powerless against a swarm of them.

You can have a bunch of bloodflies follow and protect you, but the follower bloodflies have a time limit before they die. They are also used at bloodroses where this restriction doesn’t exist, but more on that later.

The Swarm currently has multiple tools at its disposal to defend against the machines:

  • Acid pods

  • Hives

  • Bloodroses

Acid pods are the most basic form of defense. These are your standard tower defense towers that shoot ballistics acid projectiles at enemies in a certain radius. They do acid damage. They can be filled with ammo manually by the player or via grabbers. This ammo comes in 3 different levels. There are genetic codes to make them stronger or faster. So acid pods are not something that’s very unique in terms of mechanics but they do follow a successful recipe and since they are usually the first thing you unlock in any game involving turrets, then it will be the same in Swarmdustry.

But then later you will unlock Hives and Bloodroses. This is where the Swarm will really start to behave like one.

Hives use up feastling bombs. When an enemy enters a certain radius, the hive will spawn a flying suicide bomber. This bomber will beeline towards its target and explode, causing multiple little feastlings to come out and start attacking the enemy. These guys are pretty weak on their own, but they soak up some hits, giving your defenses a breather.

Bloodroses act like some of the other worker buffers of the swarm. Actually they use the same worker/buffer logic I talked about in another blog. Once spawned in the world, bloodflies get assigned to a bloodrose and start idling around it. A bloodrose has a forward rectangular field of view. If an enemy comes in that FOV, the bloodflies will start swarming it. Unlike other towers, bloodroses are not replenished directly via grabbers, rather by unassigned bloodflies already placed in the world.

Swarmdustry currently has no guns or anything equivalent to that. The player cannot directly fight the machines. So there are 4 options to deal with them: 

  1. Tower Defense style and just ignore enemy settlements while they keep attacking you, 

  2. Attack enemy settlements with the ‘Turret creep’ method, 

  3. Attack enemy settlements with swarm bombs. Bombs come in two flavors: Feastling bombs and Bloodfly bombs. You throw a bomb and on impact it spawns a bunch of temporary bugs to fight for you. You can’t control these units, but the bloodflies at least follow you.

  4. Or just play in peaceful mode. 

For now, I think Swarmdustry offers enough of a combat system that’s at least worthy of an Early Access title. However, I do want to add more combat related content in the future. Maybe one day you’ll be able to build, or have the swarm build and maintain for you, a sort of a swarm minefield. Mines would explode on proximity contact and spawn feastlings or other units. Because Swarmdustry is all about the Swarm, the possibilities for unique game mechanics are numerous and exciting to think about and experiment with.

One last thing: Since I’ve gone public with the game last month, I’ve been struggling with managing socials and dev work at the same time. I want to dedicate as much of my time as possible to just developing the game. Many people have also been asking for more gameplay videos about Swarmdustry, especially about what sets it apart. 

This is why I’ve partnered up with a team of professionals to handle marketing, communities and social media. Meet Zemore Company led by Richard. Richard and his team bring their experience from other games such as Erenshor to better showcase what Swarmdustry is all about. Hopefully in the coming weeks and months, we will be posting some gameplay clips and maybe even open up the game to public playtesting. The Swarm team is growing…

So that’s it for this blog, hope you enjoyed the read!

Song of Slavs - Lirush

⛏ In parallel with working on the main campaign of the game and working out the locations, we are constantly improving and refining the main gameplay to make it as pleasant and convenient as possible for you.

We have collected dozens of reviews for the demo and tried to take most of them into account.

🟠In this regard, we are opening a Playtest where you will be able to:

🟠More game days

🟠New season of the year

🟠Completely redesigned UI/UX

🟠New tutorial

🟠Game Reference

🟠A new monster

🟠More idol-related content

You can sign up for Playtest on the game's Steam page

CardVenture:JustAHead! - 鱼尾鱼尾想玩游戏
🧠 CardVenture: JustAHead joins Steam Next Fest!

CardVenture: JustAHead is officially participating in the Steam Next Fest!
Download the latest version of the demo and experience the game now!

🎮 In this DEMO, you can experience:
  • 😊 The first two full chapters, featuring the core turn-based action gameplay

  • 🤬 5 unique weapons: Eye Laser Cannon, Skull Knuckle, Thunder Chidori, Hero’s Greatsword, and Divine Crossbow

  • 😈 4 main ability builds: Bomb, Lightning, Bat, and Summon

  • 😟 A basic out-of-run upgrade system


⚡ What’s new in this updated DEMO:
  • 😎 Added new enemies and boss fights, such as the Ham Knight and the Demon Merchant (top secret!)

  • 😮 Added a new active skill system — unleash powerful tools to turn the tide of battle!

  • 🥹 Added and improved many abilities, like Big-Eye Demon Lord and Bomb Temple!

  • 🫨 Added new story content and CG cutscenes!

  • 🤡 Added a Codex system to view all enemies and abilities!

  • 💀 Added a Difficulty system — no more worrying about the game being too hard!

  • 🤤 Added multi-save and cloud save support — now you can have multiple save slots!

  • 😏 Added 3 simple achievements — come and challenge them!

  • 😺 Improved art atmosphere and tutorial guidance for a smoother experience!


If you enjoy the game, please leave a review and add it to your wishlist!
Your support means the world to a solo developer like me — it truly keeps me going! 💪🦆

Concubine - shaoniNN

Since we were working on unexpected major bug fixes, we could not deliver our complete tutorial & localization as we promised. The current tutorial is a placeholder. We will update as soon as possible with complete tutorial and 12 more languages including (Arabic, Chinese, French, Finnish, German, Italian, Japanese, Korean, Portuguese, Russian, Spanish, Turkish).

As a sign of our gratitude for your support & patience, we applied a launch discount to Concubine’s price.

✨ Create and Customize Your Concubine & Your Companions

Unleash your imagination with deep character and companion customization. Whether you spend hours perfecting every detail or just pick a preset and jump right in, your journey starts your way.

📖 A Story That Doesn’t Get in the Way

We keep things light and snappy, short cutscenes at the start of each level, then it’s time for what you came for: combat, loot, acquiring companions, and fun.

The tutorial & starter quest are currently in a placeholder state, you’ll still know where to go and how to begin, but the full quest flow and combat tutorials aren’t implemented yet. These systems will be expanded and refined during Early Access to make the early experience smoother and more guided.

🏰 Static Instances

Dive into handcrafted static levels that will keep you challenged for 2–4 hours. Discover hidden chests, test enemy difficulty, and farm randomized loot until you build your perfect three companion war party. Boss fights are already in place, with unique mechanics coming in future updates.

🌍 Random Adventures

Between static levels, explore the map and uncover randomized side activities. Each brings fresh terrains, new challenges, and endless replayability. Start with 3 unique random instances at launch, with up to 4 in Early Access, and even more on the way!

💎 Rescue. Recruit. Fight Together.

Beautiful companions await your rescue. Once freed, they’ll fight by your side, level up with you, and can be customized just like your own character. With so many powerful allies, choosing only three will be the real challenge.

🤖 Smarter Allies, Fierce Enemies

Your companions automatically fight for you, but can also be directed to focus, wait, or retreat. Skill trees will come later, unlocking unique roles like healers and support fighters.
Enemies aren’t perfect geniuses, they sometimes get stuck, but once they spot you, they’ll attack without hesitation. You can also gain an edge by striking from a distance with a bow before they close in.

⚔️ Combat That Feels Good

Master a variety of weapons with light, heavy, and even special attacks. Each weapon has its own unique playstyle, try them all and find your favorite.

🪑 Decorate Your Palace

Earn emeralds and visit the carpenter to buy rugs, beds, chairs, pillows, and more. Customize your private palace, unlock new rooms, and make it truly yours.

📸 Pose. Shoot. Share.
  • Free Pose Mode: Strike the perfect pose anywhere in your palace or in cleared instances and capture stunning screenshots.

  • Photo Mode: Pause mid-combat, adjust the camera, lighting, and focus, and immortalize your most epic battles.

🎁 Endless Loot & Progression

Across 10 gear tiers, hunt for rare weapons, armor, costumes, and potions, each with unique stats and rarities. Every run brings new rewards.

💾 Auto Save with High Stakes

The map autosaves your progress, but beware: Our players asked for more challenge, and we added some. If you fall in a fight in an area, you’ll lose everything you collected in it. Prepare wisely before you take on the challenge! 

This is just the beginning. Please check our road map on our store page for more.

The Adventure of TED and the lost magic crystals - RgamesID
Small bug fixed
Akuma's Bloodrain - hugolnx

Hey ho, Sensen Gamers!!!

What?!

Now we have our demo in any of the following languages!

  1. Chinese (Simplified)

  2. Chinese (Traditional)

  3. English*

  4. French

  5. German

  6. Italian

  7. Japanese

  8. Korean

  9. Polish

  10. Portuguese (Brazilian)*

  11. Portuguese (European/Portugal)*

  12. Russian

  13. Spanish (Latin America)*

  14. Spanish (Spain)

  15. Thai

  16. Turkish

  17. Ukrainian

We hired freelance translators to translate to most of them! Except for en, pt-BR, pt-PT, and es-LATAM, which we wrote the translation ourselves with the knowledge we have on those languages.

Where?

You can change it by accessing Settings > Language!

Feedback

We worked hard trying to evaluate the freelancers we hired, but it's difficult for us to know for sure if the resulting translation are as awesome as we want on the languages we don't know. So please, send us some feedback if something sound strange in your native language! You can share it directly on our email team@sensengames.com or via steam discussions forum, thanks!

See ya!

Domain of Hallucination - Jöni

Hello everybody! Thanks for joining the early access & already playing so actively.

Last weekend, we spent three days at HeroFest 2025 in Bern, showing off the game to the public for the second time (after Fantasy Basel this year). And we ended up winning an award:

The Valiant Indie Games Award - Nox Award for Technical & Mechanical Excellence!

(Those two dudes on the right are Jonas Wiesli (Director) & Marcel Schürch (Meta-Progression Master). You can tell this is day three of the con by how crusted up we are.)

It was a huge honor, and we're very proud of the whole team for putting together something like this. It's a nice confirmation that we aren't just weird tinkerers making something only we enjoy, but that we're weird tinkerers making something someone else can enjoy as well.

Well, I think we've definitely proven our technical excellence by having a huge bug right in the loot menu for everyone to see!

Looks like the Skip button didn't work.

Whoops.

Let's fix that. We've also decided to add two new achievements & unlocks related to the skip button, reworking it so that it appears throughout progression. We've also decided to reduce the starting health of the jungle boss a bit, since players starting out usually don't know how to make the most efficient builds yet. That led to very long and drawn-out battles against the fiend of foliage, which should be less punishing now. Instead, we've added the long & drawn-out battle as an achievement, so if you're already feeling nostalgic for that, go nuts.

In addition, there's been a bunch of squashed bugs, check em out:

Full Changelog
Changes
  • Two new achievements & machine nodes added

    • Skip button for loot menu must now be unlocked via metaprogression

  • Reduced Jungle Boss Health (2500 → 1800)

  • After defeating a boss, there’s a camera shake

Bug Fixes
  • Skip Button works again

  • Skip Button now makes Button sounds

  • Tier 0 Engravings no longer show up in item pool

  • “Tasted Bad!”-Text now spawns in the right place

  • Fixed bug where expiring Coconuts were not counted towards achievement progress properly

  • Fixed “Delirious” Achievement

  • When an item is rejected by the anvil, it no longer repeats said rejection infinitely

  • Fixed Progress Bar for “Slow Killer” Achievement

  • Fixed Bug related to trading Tile Rerolls at the Fruit Market

Hope you're happy skipping engravings for now, because those are going to be the next major thing we wanna overhaul!

Have a good one & see ya then,
Team Quintuple-A

...

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